mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-06 15:45:24 +13:00
Remove most static wram addresses. Use labels instead.
For unknown addresses, use "w<address>". Label overleads are still an issue.
This commit is contained in:
parent
52ba96f5f4
commit
40c17c906b
290 changed files with 8262 additions and 7759 deletions
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@ -8,22 +8,22 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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ld [wSpriteStateData2], a
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jr .asm_4e4a
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.asm_4e41
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FuncCoord 8, 9 ; $c45c
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FuncCoord 8, 9
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ld a, [Coord]
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ld [$ff93], a
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cp $60
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jr c, .asm_4e50
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.asm_4e4a
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ld a, $ff
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ld [$c102], a
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ld [wSpriteStateData1 + 2], a
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ret
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.asm_4e50
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call Func_4c70
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ld h, $c1
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ld a, [wWalkCounter] ; $cfc5
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ld a, [wWalkCounter] ; wcfc5
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and a
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jr nz, .asm_4e90
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ld a, [$d528]
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ld a, [wd528]
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bit 2, a
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jr z, .asm_4e65
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xor a
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@ -45,16 +45,16 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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jr .asm_4e86
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.asm_4e7d
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xor a
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ld [$c107], a
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ld [$c108], a
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ld [wSpriteStateData1 + 7], a
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ld [wSpriteStateData1 + 8], a
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jr .asm_4eab
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.asm_4e86
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ld [$c109], a
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ld a, [$cfc4]
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ld [wSpriteStateData1 + 9], a
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ld a, [wcfc4]
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bit 0, a
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jr nz, .asm_4e7d
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.asm_4e90
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ld a, [$d736]
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ld a, [wd736]
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bit 7, a
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jr nz, .asm_4eb6
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ld a, [H_CURRENTSPRITEOFFSET]
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@ -73,11 +73,11 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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and $3
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ld [hl], a
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.asm_4eab
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ld a, [$c108]
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ld a, [wSpriteStateData1 + 8]
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ld b, a
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ld a, [$c109]
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ld a, [wSpriteStateData1 + 9]
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add b
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ld [$c102], a
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ld [wSpriteStateData1 + 2], a
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.asm_4eb6
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ld a, [$ff93]
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ld c, a
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@ -87,7 +87,7 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
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jr nz, .asm_4ec3
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ld a, $80
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.asm_4ec3
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ld [$c207], a
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ld [wSpriteStateData2 + $07], a
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ret
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Func_4ec7: ; 4ec7 (1:4ec7)
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@ -106,7 +106,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
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swap a
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dec a
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add a
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ld hl, W_MAPSPRITEDATA ; $d4e4
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ld hl, W_MAPSPRITEDATA ; wd4e4
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add l
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ld l, a
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ld a, [hl] ; read movement byte 2
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@ -128,7 +128,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
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bit 7, a
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jp nz, InitializeSpriteFacingDirection ; c1x1 >= $80
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ld b, a
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ld a, [$cfc4]
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ld a, [wcfc4]
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bit 0, a
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jp nz, notYetMoving
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ld a, b
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@ -136,7 +136,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
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jp z, UpdateSpriteMovementDelay ; c1x1 == 2
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cp $3
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jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3
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ld a, [wWalkCounter] ; $cfc5
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ld a, [wWalkCounter] ; wcfc5
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and a
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ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
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call InitializeSpriteScreenPosition
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@ -153,28 +153,28 @@ Func_4ed1: ; 4ed1 (1:4ed1)
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ld [hl], a ; (temporarily) increment movement byte 1
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dec a
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push hl
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ld hl, $cf0f
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dec [hl] ; decrement $cf0f
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ld hl, wcf0f
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dec [hl] ; decrement wcf0f
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pop hl
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ld de, $cc5b
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call LoadDEPlusA ; a = [$cc5b + movement byte 1]
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ld de, wcc5b
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call LoadDEPlusA ; a = [wcc5b + movement byte 1]
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cp $e0
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jp z, ChangeFacingDirection
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cp $ff
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jr nz, .asm_4f4b
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ld [hl], a ; reset movement byte 1 to initial value
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ld hl, $d730
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ld hl, wd730
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res 0, [hl]
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xor a
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ld [$cd38], a
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ld [$cd3a], a
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ld [wcd38], a
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ld [wcd3a], a
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ret
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.asm_4f4b
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cp $fe
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jr nz, .asm_4f5f
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ld [hl], $1 ; set movement byte 1 to $1
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ld de, $cc5b
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call LoadDEPlusA ; a = [$cc5b + $fe] (?)
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ld de, wcc5b
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call LoadDEPlusA ; a = [wcc5b + $fe] (?)
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jr .asm_4f5f
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.asm_4f59
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call getTileSpriteStandsOn
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@ -391,11 +391,11 @@ notYetMoving: ; 5073 (1:5073)
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jp UpdateSpriteImage
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InitializeSpriteFacingDirection: ; 507f (1:507f)
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ld a, [$d72d]
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ld a, [wd72d]
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bit 5, a
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jr nz, notYetMoving
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res 7, [hl]
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ld a, [$d52a]
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ld a, [wd52a]
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bit 3, a
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jr z, .notFacingDown
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ld c, $0 ; make sprite face down
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@ -438,7 +438,7 @@ InitializeSpriteScreenPosition: ; 50bd (1:50bd)
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ld a, [H_CURRENTSPRITEOFFSET]
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add $4
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ld l, a
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ld a, [W_YCOORD] ; $d361
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ld a, [W_YCOORD] ; wd361
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ld b, a
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ld a, [hl] ; c2x4 (Y position + 4)
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sub b ; relative to player position
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@ -447,7 +447,7 @@ InitializeSpriteScreenPosition: ; 50bd (1:50bd)
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dec h
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ld [hli], a ; c1x4 (screen Y position)
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inc h
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ld a, [W_XCOORD] ; $d362
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ld a, [W_XCOORD] ; wd362
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ld b, a
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ld a, [hli] ; c2x6 (X position + 4)
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sub b ; relative to player position
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@ -474,7 +474,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
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add $4
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ld l, a
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ld b, [hl] ; c2x4: Y pos (+4)
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ld a, [W_YCOORD] ; $d361
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ld a, [W_YCOORD] ; wd361
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cp b
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jr z, .skipYVisibilityTest
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jr nc, .spriteInvisible ; above screen region
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@ -484,7 +484,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
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.skipYVisibilityTest
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inc l
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ld b, [hl] ; c2x5: X pos (+4)
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ld a, [W_XCOORD] ; $d362
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ld a, [W_XCOORD] ; wd362
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cp b
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jr z, .skipXVisibilityTest
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jr nc, .spriteInvisible ; left of screen region
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@ -518,7 +518,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
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jr .done
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.spriteVisible
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ld c, a
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ld a, [wWalkCounter] ; $cfc5
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ld a, [wWalkCounter] ; wcfc5
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and a
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jr nz, .done ; if player is currently walking, we're done
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call UpdateSpriteImage
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@ -711,15 +711,15 @@ LoadDEPlusA: ; 522f (1:522f)
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ret
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Func_5236: ; 5236 (1:5236)
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ld a, [$d730]
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ld a, [wd730]
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bit 7, a
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ret z
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ld hl, $d72e
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ld hl, wd72e
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bit 7, [hl]
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set 7, [hl]
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jp z, Func_52a6
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ld hl, $cc97
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ld a, [$cd37]
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ld hl, wcc97
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ld a, [wcd37]
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add l
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ld l, a
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jr nc, .asm_5251
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@ -767,20 +767,20 @@ Func_5236: ; 5236 (1:5236)
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ld a, c
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ld [hl], a
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call Func_52c3
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ld hl, $cf18
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ld hl, wcf18
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dec [hl]
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ret nz
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ld a, $8
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ld [$cf18], a
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ld hl, $cd37
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ld [wcf18], a
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ld hl, wcd37
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inc [hl]
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ret
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Func_52a6: ; 52a6 (1:52a6)
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xor a
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ld [$cd37], a
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ld [wcd37], a
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ld a, $8
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ld [$cf18], a
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ld [wcf18], a
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jp Func_52c3
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Func_52b2: ; 52b2 (1:52b2)
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